MEDIEVAL GUILD SYSTEM WANT TO MAKE FOCUS OF GAME HOW?

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Medieval Guild system is quite interesting of one go into the guilds and how they affect the town/city they resided.

System follow that for youth learn the trade the would take on as apprentices by a master, normal parent would pay for the apprentices, since learning and become member of guild was rise in social status. the Apprentices age could any where from his youth not yet ten to teenager. Apprentices can last anywhere from three to ten years normal it was was inbewteen five and eight. The master pay to feed clothes, and housing of his apprentices and of course when your just apprentices the make no wage. After said period of time when master feels he ready or if pass guild test/exam he become Journeyman.

Now Journeyman still not full member of guild nor can he open and run his own business, but work for wage any master he please. This period of life is call the Journeyman years where he travels around the country or many different land learning under different masters of trade and making incoming after said amount years of traveling pass he allowed to go back home, work for the guild and work on masterpieces, once his masterpieces in completed and guild master approved he raise to the statues of master, and made full member of guild. Which allows his to take on apprentices start his own business in his trade, and help run the guild.

Normal once man reach master statues he made freeman of city( today would consider citizen of where resides) this allowed he vote politics of town/city and run for offices etc. Guild did roation of polices the city spend out young men in the militia to protected it.

Side the the guild normal most involve in political was the merchant guilds. And during there travels Journeyman would possible learn another trades and become master muplipled. Could have gold/silver smith be painter as well, as sculptor and mason, or course master that many different crafts was rare.

Now what make games focus on that system so I need some advice's.

Should do apprenticeship stage like dating build character relationship managing schedule or learn with fun being to close to the your master daughter or tavern wench. or should just be done normal rpg fashion, and should learn the trade just shown as event with statues going up, or should there be min-game.

Journeyman stage I figuring could be more of typical rpg he would travel around countryside from town to villages learn under different masters and gambling flirting and fighting maybe even learn new trade or two. and special min-game for his masterpiece.

Master stage could be like strategy game where manages his business apprentices and Journeymen along with his family and the guild maybe get get elected to guild master and or run in town politics? From Aldermen to Sheriff to Lord mayor (yes I know stealing London town government it was that or republic of Florence maybe I should combo the two if it fictional world.

So guys how should it execute and two should I use real life trades and crafts of this time or do fictional/fantasy ones instead, and same for the setting real or fantasy?
pianotm
The TM is for Totally Magical.
24323
I've been working on a similar concept. As a piano technician and rebuilder, I am actually part of a modern day guild system that works much in the way you have described.

The apprentice level should be a job game. Your character works for a single person. This person gives you the task of finding items (certain materials and tools needed for work), and assisting him in his work (this can be done much like a two stage system in which the boss performs the task at timed intervals, you repeatedly press an action button or press certain buttons in a certain sequence).

I think you're spot on with the idea of making the journeyman level like a typical RPG. Take the apprentice elements and have him go from town to town. He should take jobs with a master in each town and when the master runs out of assignments for him, send the character to another town.

For the master level, we should see the character building a homestead, and raising a family, and plying his trade on a local level. At this stage, I would recommend making this game like the Sims.

Personally, I would have wide range of trades available to the considering player, both real and fictional. The Knight levels are page, squire, knight. Some people may want to be knights. Some may want to be blacksmiths (apprentice, journeymen, masters) tanners, tailors, carpenters, and conversely some may want to be wizards (these occur both in fantasy and history), dragon slayers, and the like. Create a world that is fantastic, but is based on real historical elements. For example, set your world in London of an alternate reality. It follows the relative history of London, but with those elements of fantasy such as dragons and elves. You may want to read the novels of Harry Turtledove for an idea of how you might do alternative history.

Truthfully, I think this is a wonderful idea for a game. I would most definitely play, and as I said, for a game I've been working on, I've been thinking about something similar.

Thanks for idea. I huge student of history I read up all I can whenever I interested in subject. And sucker for natural progress of things.

for example after character become master you can get your son or expereinces Journeyman, (this could be fellow marrying your daughter) run most business for you and you just act as the head, allowing to be inolved guild or town/city politces.

Now not know know if basic on free city in Germany or the republics of Italy or just good old London, as government and how city/town guild have political control over the town making be full member so vital.

PS do have ideas how you would make demon/monster/dragon slayer trade in similar sense of guild system, with masterpiece included?

PSS I love the byzantine empire ready so much on them government court life etc, but that not focus this game. lol
pianotm
The TM is for Totally Magical.
24323
Hmm...for the slayer in general, you may want to consider it a branch of the knight class, as it does involve knowledge of combat and arms, however (and I'm looking specifically at the demon slayer here) you may wish to consider a specialist class that combines fighter with some form of wizard or other type of mystic. May I suggest the class "Demonologist"?

If you enjoy studying history, it may be fun to put a little occult research into this. For example, you may like to toy with the idea that when your demon hunter is pursuing a demon, the demon is actually not in this realm. You have to battle human or animal henchmen that the demon has possessed and acquire the ritual relics these henchmen use to pledge their loyalty in order to be able to access the demon on a physical realm (once you've acquired the necessary artifacts, you can fight and vanquish the demon). You know, that's not a bad idea for a game by itself...

Such a character would maybe start after having lost family or other loved ones to such a monster, seeking out a master hunter who, after some cajoling, agrees to take him or her on as an apprentice. Perhaps the apprentice could bear witness to the master's untimely death, at which point he enters the journeyman stage and begins to find other masters. This could actually be quite divergent. I would imagine this existence to be a lonely one, so that once achieving the rank of master, he or she still might not be rooted to any specific community.

A dragon or monster slayer, I imagine retiring as maybe a local combat or martial arts instructor, but something tells me that a demon slayer would be a very different kind of animal, especially because of the necessarily mystical nature of such a field.

Tie this in with the wizard (they've always existed throughout time, and to this very day, government officials consult them on a variety of issues), who is the more generic variety of mystic. These people often choose a very solitary lifestyle in their old age, often feeling that a family would interfere in their introspection and studies. It's usually when they're long in the tooth that they start considering passing their knowledge on to a younger one, but oh, where to find someone worthy...

A mage's guild is a bit more complicated than your typical carpenter's or tanner's guild. The study progression is as follows: Probationer-->student-->acolyte-->adept-->master-->magus-->ipsissimus. The probationer is studying to be tested to prove that he is even worthy of being taught in the first place. The student, having proven himself worthy, begins his early work (and this is the stage that most adepts and masters say that a hopeful most often drops out and leaves apprenticeship). The acolyte by reaching this stage shows that he is willing to endure hardship (if the acolyte drops out, it is usually due to circumstances beyond his control, and rarely because he thinks the work is too hard. If he's passed the point of being a student, he's already accepted that the work is hard). The adept is probably comparable to the journeyman level. The master has left his teachers behind because he has finally realized that nobody can teach you mysticism. You have to learn it on your own. His goal is to contact beings beyond the ordinary human spirit. Once he has accomplished this ability see beyond the fabric of reality, he is a magus. Only the ipsissimus knows what it takes to be an ipsissimus.

My recommendation is that you start thinking about these a little later in development. For the moment, start with basics. What does every community need?

Land, food, clothing, housing, water, transportation, roads, and tools.

We need land and water to grow food, food and water to survive, clothing to protect us from the elements, housing to protect that which have acquired, transportation to make sure we can transport what we need to where we need it, roads to connect the community, and none of it would exist if we didn't have tools to make it so. So our main guilds should be:

Engineer
Carpenter
Farmer
Tanner (leathersmith)
Butcher
Baker
Blacksmith
Miller (flour makers)
Tailor
Weaver
Hunter
Woodsman (Tree cutters and sawmillers)
Miner

From there we can establish a second class of things we need. We have what we need to survive, but now there are other things we might want. Books, exotic foods, light in case our nice books carry us into the later hours, fine material for our cloths.

Trapper
Trader
Merchant
Librarian
Chandler (candlemaker)

We need a government and a police force to protect it. This requires finances, which requires precious minerals and commodities.

Banker (this includes money changers, handlers, accountants, and lawyers)
Constable
Soldier
Knight

You've got quite an undertaking ahead of you. Once community is established, you can start thinking about the subtle intricacies of community.

Mystic
Doctor
Scientist
(Often these three are one and the same)

You've got quite a task ahead of you. This probably going to be one of those years long projects that people on here talk about.
Hmmmm you give loads of ideas, best idea, best way would just be focus on one trade at time or even make game entire focus around one craft, seeking knowledge. Maybe I could make game basic real life trade.

I recently started reading up on solomonari magic or priest control storm dragon command nature and can turn into animals. In Dracula it said that where are count all his supernatrual power from. This could go fairly interestingly with idea demon hunter, interestingly enough when solomonari did not just take anybody as apprentice, he had to some mark red hair eyes wrinkle forhead etc.

You give alot to think about. If have any more idea please do tell.
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